Systems and methods for sensor-based mobile gaming

ABSTRACT

A system includes an emitter, a receiver, a wireless communications module, and a user interface module. The emitter, controlled by a first player, emits an emitter signal that includes emitter identification information. The receiver receives the emitter signal and generates a receiver signal that includes the emitter identification information. The gameplay cloud interface module receives the receiver signal and communicates an indication that includes player identification information associated the emitter identification information. The gameplay cloud interface module is further configured to receive scoring information that is based on the player identification information. The user interface module presents gameplay information based on the scoring information to the first player.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. patent applicationSer. No. 15/203,653, filed Jul. 6, 2016 and entitled “Systems andMethods for Sensor-Based Mobile Gaming,” now U.S. Pat. No. 10,092,835,which is a continuation of U.S. patent application Ser. No. 14/247,199,filed Apr. 7, 2014 and entitled “Systems and Methods for Sensor-BasedMobile Gaming,” now abandoned, which claims priority to U.S. ProvisionalPatent Application Ser. No. 61/809,057, filed Apr. 5, 2013 and entitled“Systems, Apparatuses and Methods Associated with Interactive Gaming,”all of which are hereby incorporated by reference herein.

TECHNICAL FIELD

The technical field relates to systems and methods for gaming on digitaldevices. More particularly, the technical field relates to systems andmethods for sensor-based gaming on mobile devices.

BACKGROUND

Electronic games have long provided many forms of entertainment andinformation across a variety of genres and across many easily-accessibleplatforms. For example, electronic games involving adventure genres,first-person shooting genres, automotive or aviation genres,role-playing of fantasy genres, sports genres, and collaborative socialgenres have allowed players to challenge themselves and other players.By providing interactive elements with which players achieve in-gameobjectives, many electronic games provide exciting arenas for players tocompete or collaborate.

SUMMARY

A system includes an emitter, a receiver, a wireless communicationsmodule, and a user interface module. The emitter, controlled by a firstplayer, emits an emitter signal that includes emitter identificationinformation. The receiver receives the emitter signal and generates areceiver signal that includes the emitter identification information.The gameplay cloud interface module receives the receiver signal andcommunicates an indication that includes player identificationinformation associated the emitter identification information. Thegameplay cloud interface module is further configured to receive scoringinformation that is based on the player identification information. Theuser interface module presents gameplay information based on the scoringinformation to the first player.

In various embodiments, the emitter identification information maycomprise the player identification information. The receiver may becontrolled by a second player. In various embodiments, a pairing modulemay be configured to pair a mobile device comprising the gameplay cloudinterface module to one or more of the emitter and the receiver.

One or more of the emitter and the receiver may be incorporated into amodular peripheral device. The emitter may be incorporated into one ormore of a gun, a sword, a grenade, a bow, and a wand. The emitter signalmay comprise one or more of an infrared signal and an Near FieldCommunications (NFC) signal. The gameplay cloud interface module maysupport an Internet connection to the server. The gameplay cloudinterface module may be incorporated into one or more of a mobile phone,a tablet computing device, and a heads-up-display (HUD).

In a method, an emitter signal may be emitted from an emitter, theemitter being controlled by a first player, the emitter signal includingemitter identification information. A receiver may receive the emittersignal. The receiver may generate a receiver including the emitteridentification information. A gameplay cloud interface module mayreceive the receiver signal. An indication may be communicated to aserver with the gameplay cloud interface module, in response to thereceiver signal, the indication including player identificationinformation associated the emitter identification information. Scoringinformation generated by the server may be received using the gameplaycloud interface module, the scoring information based on the playeridentification information. The gameplay information may be presentedbased on the scoring information to the first player.

In various embodiments, the emitter identification information maycomprise the player identification information. The receiver may becontrolled by a second player. In some embodiments, the gameplay cloudinterface module may be paired to one or more of the emitter and thereceiver.

One or more of the emitter and the receiver may be incorporated into amodular peripheral device. The emitter may be incorporated into one ormore of a gun, a sword, a grenade, a bow, and a wand. The emitter signalmay comprise one or more of an infrared signal and an Near FieldCommunications (NFC) signal. The gameplay cloud interface module maysupport an Internet connection to the server. The gameplay cloudinterface module may be incorporated into one or more of a mobile phone,a tablet computing device, and a heads-up-display (HUD). In embodiments,the gameplay information may comprise one or more of a gameplay level,gameplay points, and a gameplay life of the first player.

A system may comprise: means for emitting an emitter signal, the emitterbeing controlled by a first player, the emitter signal including emitteridentification information; means for receiving the emitter signal andfor generating a receiver signal, the receiver signal including theemitter identification information; means for: receiving the receiversignal, communicating an indication to a server, in response to thereceiver signal, the indication including player identificationinformation associated the emitter identification information, andreceiving scoring information generated by the server, the scoringinformation based on the player identification information; and meansfor presenting gameplay information based on the scoring information tothe first player.

Other features and embodiments are apparent from the accompanyingdrawings and from the following detailed description.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts an example of a sensor-based mobile gaming system,according to some embodiments.

FIG. 2 depicts an example of a emitter, according to some embodiments.

FIG. 3 depicts an example of a receiver, according to some embodiments.

FIG. 4 depicts an example of a communications device, according to someembodiments.

FIG. 5 depicts an example of a gameplay server, according to someembodiments.

FIG. 6 depicts a flowchart of an example of a method for creating asensor-based mobile game, according to some embodiments.

FIG. 7 depicts a flowchart of an example of a method for providing anin-game action in a sensor-based mobile game, according to someembodiments.

FIG. 8 depicts a flowchart of an example of a method for receiving anin-game action in a sensor-based mobile game, according to someembodiments.

FIG. 9 depicts a flowchart of an example of a method for processing anin-game action in a sensor-based mobile game, according to someembodiments.

FIG. 10 depicts an example of a digital device, according to someembodiments.

FIG. 11A depicts an example of a sensor-based mobile gaming system,according to some embodiments.

FIG. 11B depicts an example of a sensor-based mobile gaming system,according to some embodiments.

DETAILED DESCRIPTION

Most electronic games do not effectively interface with the physicalworld. People may benefit from electronic games that allow them tointeract with the physical world. In various embodiments, a sensor-basedmobile gaming system allows players to interface with the physical worldwhile engaging in gameplay. Attributes conventionally associated withconsole-based gaming and social gaming may be fused together with datafrom peripheral devices, such as emitters and/or receivers havingsensors. Real-world actions are modeled as in-game actions that formportions of interactive gameplay. Emitters and/or receivers are coupledto a particular player's communications device, which is controlled witha cloud-based gameplay system. For example, in combat gameplay, a playermay fire infrared signals from an emitter at another player's receiver.The communications device may provide, with information and feedbackfrom the gameplay server, players with hits, misses, or other aspects ofgameplay.

FIG. 1 depicts an example of a sensor-based mobile gaming system 100,according to some embodiments. The sensor-based mobile gaming system 100includes a plurality of player environments 105 (illustrated in FIG. 1as a first player environment 105-1 through an Nth player environment105-N), a network 110, and a gameplay system 115.

The first player environment 105-1 comprises a set of devices associatedwith a first player of the sensor-based electronic game. The firstplayer environment 105-1 comprises a first emitter 120-1, a firstreceiver 125-1, and a first communications device 130-1. The firstemitter 120-1 and the first receiver 125-1 may be coupled to the firstcommunications device 130-1 using any known or convenient format. Insome embodiments, the first emitter 120-1 and the first receiver 125-1may be coupled to the first communications device 130-1 using aBluetooth® connection (e.g., a Bluetooth Low Energy® connection)) orother network connection. As discussed further herein, the first emitter120-1, the first receiver 125-1, and the first communications device130-1 may be used by a first player to engage in sensor-based electronicgameplay.

The first emitter 120-1 may comprise a digital device with a transmitterconfigured to emit an emitter signal, to a receiver. The emitter signalmay comprise one of a variety of electromagnetic signals. In variousembodiments, the emitter signal may include an infrared signal or a NearField Communications (NFC) signal. The emitter signal may furthercomprise a beam that is directed at the receiver. The beam may beencoded with a unique identifier corresponding to the first emitter120-1. The first emitter 120-1 may provide information related to theemitter signal to the first communications device 130-1. The firstemitter 120-1 may be controlled by the first communications device130-1. The first emitter 120-1 may be incorporated into a modularperipheral device, that is, a device that is provided using a hardwaredevelopment kit. An example of a hardware development kit includes a setof plans that players can print on a three-dimensional (3D) printerusing a template in the kit. In various embodiments, the first emitter120-1 may have some or all of the components of the emitter 120, shownin FIG. 2.

In some embodiments, the first emitter 120-1 may take the form of aweapon used in sensor-based gameplay. For example, the first emitter120-1 may be a gun, a bow, a sword, a wand, a grenade, or other weapon.The first emitter 120-1 may have a shoot mechanism that allows the firstplayer to initiate an action. The shoot mechanism may instruct thetransmitter of the first emitter 120-1 to emit the emitter signal. Theshoot mechanism may have a variety of forms. For instance, inembodiments where the first emitter 120-1 comprises a gun, the shootmechanism may appear as a finger-based trigger. When the finger-basedtrigger is activated, the first emitter 120-1 may emit the emittersignal. As another example, in embodiments where the first emitter 120-1comprises a grenade, the shoot mechanism may appear as a grenade clipthat instructs emission of the emitter signal after expiration of aspecified time. It is noted the first emitter 120-1 need not have ashoot mechanism, and may emit the emitter signal upon occurrence of anynumber of specified events. It is further noted, in various embodiments,the first emitter 120-1 need not take the form of a weapon, and mayinstead take some other form. For instance, the first emitter 120-1 maytake the form of a search device used in scavenger-hunting gameplay, insome embodiments. In particular embodiments, the first emitter 120-1 maybe wearable. For example, the first emitter 120-1 may be integrated intoa piece of clothing to be worn on a player.

Further, in some embodiments, the first emitter 120-1 may trigger dataexport to the first communications device 130-1 at various times,including: when the first emitter 120-1 is initially coupled to thefirst communications device 130-1, when a player has taken an action onthe first emitter 120-1, and when the first emitter 120-1 is decoupledfrom the first communications device 130-1.

The first receiver 125-1 may comprise a digital device configured toreceive an emitter signal. The first receiver 125-1 may receive theemitter signal from an emitter associated with another player (e.g., theNth emitter 120-N). If the emitter signal is encoded with the identityof an emitter, the first receiver 125-1 may decode the emitter signal.The first receiver 125-1 may provide to the first communications device130-1 a receiver signal corresponding to the received emitter signal.The first receiver 125-1 may be controlled by the first communicationsdevice 130-1. The first receiver 125-1 may be incorporated into amodular peripheral device. In various embodiments, the first receiver125-1 may have some or all of the components of the receiver 125, shownin FIG. 3.

In particular embodiments, the first receiver 125-1 may have a formcompatible with sensor-based gameplay. In gameplay where the firstemitter 120-1 is configured as a gun, the first receiver 125-1 may beconfigured to receive a beam from the emitter 120-1. In gameplay wherethe first emitter 120-1 is configured as a sword, the first receiver125-1 may be configured as a tunic or other wearable item configured toreceive a touch by the first emitter 120-1, in one example. In gameplaywhere the first emitter 120-1 is configured as a grenade, the firstreceiver 125-1 may be configured to receive emitter signals from anapproximate point source corresponding to the location of the firstemitter 120-1. In gameplay where the first emitter 120-1 is configuredfor scavenger hunt games, the first receiver 125-1 may include anidentifier, such as a Quick Response (QR) Code that facilitates accessto items in gameplay. In combat-based gameplay embodiments, the firstreceiver 125-1 may provide such an identifier.

In various embodiments, the first receiver 125-1 may trigger data exportto the first communications device 130-1 at various times, including:when the first receiver 125-1 is initially coupled to the firstcommunications device 130-1, when the first receiver 125-1 has indicatedsome action (e.g., a valid hit) has been taken on the first receiver125-, and when the first receiver 125-1 is decoupled from the firstcommunications device 130-1.

The first communications device 130-1 may be configured to provide thefirst player with sensor-based gameplay based on information from thefirst emitter 120-1 and/or the first receiver 125-1, and/or the gameplaysystem 115. More specifically, the first communications device 130-1 mayreceive emitter signals from the first emitter 120-1. The firstcommunications device 130-1 may further receive the receiver signal fromthe first receiver 125-1. In various embodiments, the firstcommunications device 130-1 may provide the first player with anapplication that presents sensor-based gameplay. The application mayinclude data, services, and other information obtained from the gameplaysystem 115. The application may have been downloaded from an applicationstore or installed using other methodologies. The application maysupport in-game purchases and/or in-game advertising. In variousembodiments, through the use of geo-fencing, the application may giveany venue (retail stores, restaurants, stadiums, movie theaters, etc.)the ability to run promotions, drive advertisement revenue, andencourage the social sharing of their brand to the player's game app ontheir phone.

In some embodiments, the first communications device 130-1 may have someor all of the components of the communications device 130, shown in FIG.4. In embodiments, the first communications device 130-1 may have someor all of the components of the digital device 1000, shown in FIG. 10.In various embodiments, the first communications device 130-1 may be oneor more of: a mobile phone, a tablet computing device, a heads updisplay (HUD), a desktop computer, a laptop computer, or other digitaldevice.

In some embodiments, the first communications device 130-1 may not haveaccess or limited access to the network 110 while gameplay is underway.For example, the first communications device 130-1 may not have accessto a cellular or Wi-Fi network during sensor-based gameplay. In theseembodiments, the first communications device 130-1 may cache orotherwise store data associated with the sensor-based gameplay andprovide the data to the gameplay system 115 when there is connectivityor sufficient connectivity to the network 110.

Though FIG. 1 shows the first communications device 130-1 associatedwith a first player, it is noted, in various embodiments, the firstcommunications device 130-1 need not be associated with a human being.Rather, in various embodiments, the first communications device 130-1may be associated with and/or controlled by a digital device. The firstcommunications device 130-1 may be controlled by an inanimate entitythat, in turn receives instructions from the gameplay system 115. Insuch embodiments, the first emitter 120-1 and/or the first receiver125-1 may be associated with the inanimate entity. Taking the example ofa scavenger hunt game, the first receiver 125-1 may correspond to aninanimate object that is to be discovered as an object of gameplay.

The Nth player environment 105-N represents a set of devices associatedwith an Nth player of the sensor-based electronic game. It is noted theletter “N” represents an arbitrary number, and may correspond to anyinteger greater than 1. The Nth player environment 105-N comprises anNth emitter 120-N, an Nth receiver 125-N, and an Nth communicationsdevice 130-N. In various embodiments, the Nth emitter 120-N may besimilar to the first emitter 120-1, discussed herein. The Nth receiver125-N may be similar to the first receiver 125-1, discussed herein. TheNth communications device 130-N may be similar to the firstcommunications device 130-1. In various embodiments, the Nth receiver125-N may receive an emitter signal from the first emitter 120-1. TheNth receiver 125-N may correspondingly provide a receiver signal to theNth communications device 130-N.

The network 110 may comprise a computer network. The network 110 mayinclude technologies such as Ethernet, 802.11x, worldwideinteroperability for microwave access WiMAX, 2G, 3G, 4G, CDMA, GSM, LTE,digital subscriber line (DSL), and/or the like. The network 110 mayfurther include networking protocols such as multiprotocol labelswitching (MPLS), transmission control protocol/Internet protocol(TCP/IP), User Datagram Protocol (UDP), hypertext transport protocol(HTTP), simple mail transfer protocol (SMTP), file transfer protocol(FTP), and/or the like. The data exchanged over the network 110 can berepresented using technologies and/or formats including hypertext markuplanguage (HTML) and extensible markup language (XML). In addition, allor some links can be encrypted using conventional encryptiontechnologies such as secure sockets layer (SSL), transport layersecurity (TLS), and Internet Protocol security (IPsec). The network 110may be coupled to the first communications device 130-1, to the Nthcommunications device 130-N, and to the gameplay system 115. In variousembodiments, though not shown in FIG. 1, the network 110 may be coupledto one or more of the first emitter 120-1, the first receiver 125-1, theNth emitter 120-N, and the Nth receiver 125-N.

The gameplay system 115 may support sensor-based gameplay by one or moreof the first communications device 130-1 and the Nth communicationsdevice 130-N. In various embodiments, the gameplay system 115 mayfacilitate creation of new games, and/or may manage player accounts. Thegameplay system 115 may also allow for the management of aspects ofexisting games. For instance, in some embodiments, the gameplay system115 may track successful or unsuccessful actions by emitters associatedwith players. The gameplay system 115 may provide to communicationsdevices whether an action by a particular emitter successfullyregistered at a particular receiver. In some embodiments, the gameplaysystem 115 may have some or all of the components of the gameplay system115, shown in FIG. 5. In various embodiments, the gameplay system 115may have some or all of the components of the digital device 1000, shownin FIG. 10.

In various embodiments, the elements of the sensor-based mobile gamingsystem 100 allow a player to play an active and/or outdoor sensor-basedelectronic game that is supported by the data available over the network110 (e.g., over the Internet). The sensor-based electronic game maycomprise forms of alternate reality gaming in which aspects of thephysical world are incorporated into mobile gameplay. For instance, thesensor-based mobile gaming system 100 may support a combat game in whichplayers use emitters to attempt in-game actions, and receivers toregister successful in-game actions. The sensor-based mobile gamingsystem 100 may support augmented reality gaming, where aspects of thephysical world are augmented by gameplay. The gaming experience providedby the sensor-based mobile gaming system 100 may provide new dimensionsto outdoor games by leveraging smartphone technologies and the Internet,and bridging conventional gaming divides between the real world anddigital worlds by combining physical participation, geolocational data,social networking data, and elements of games (such as action and/orrole-playing games). The gameplay system 115 may also provide messagingand/or social media capabilities for players to communicate with eachother. The sensor-based electronic game may be developed using a GameDevelopment Kit (GDK).

By using emitters and receivers to register game actions, thesensor-based mobile gaming system 100 allows players to verify theactions of other players. Players need not wonder whether, for instance,the first emitter 120-1 accurately took an action with respect to theNth receiver 125-N. More specifically, the sensor-based mobile gamingsystem 100 may allow users to use technologies such as geolocationaltechnologies, infrared technologies, and data available over the network110 to provide real-time feedback of gameplay between players.

In some embodiments, the sensor-based mobile gaming system 100 canprovide geo-fencing capabilities to players. Geo-fencing may limit theareas the sensor-based electronic game can be played only at venues thatcan support particular games. Venues, such as retail stores,restaurants, and movie theaters may be supported in running promotionsand encouraging the social sharing of their brands on mobileapplications of players.

In various embodiments, the first emitter 120-1 may emit an emittersignal toward the Nth receiver 125-N each time the first player attemptsto attack the Nth player. In various examples, the in-game actions maycorrespond to a gun being shot, a sword being swung, or a grenade beinglaunched. Emitter signals from the first emitter 120-1 may be encodedwith the identity of the first emitter 120-1. The first emitter 120-1may provide the first communications device 130-1 with information aboutin-game action attempts. The first communications device 130-1 mayprovide this information to the gameplay system 115. Further, in theseexamples, the Nth receiver 125-N may register successful in-game actionseach time the emitter signal successfully contacts the Nth receiver125-N. For each successful in-game action, the Nth receiver 125-N maydecode received emitter signals as needed. The Nth receiver 125-N mayfurther provide information about successful in-game actions to the Nthcommunications device 130-N, which in turn may provide this informationto the gameplay system 115. In these embodiments, the gameplay system115 may provide information about the in-game actions, whethersuccessful or not, to the first communications device 130-1 and the Nthcommunications device 130-N. The first communications device 130-1 andthe Nth communications device 130-N may update user interface elementsthereon accordingly.

FIG. 1 depicts a first emitter 120-1 through an Nth emitter 120-N, afirst receiver 125-1 through an Nth receiver 125-N, and a firstcommunications device 130-1 through an Nth communications device 130-Nin order to illustrate various implications of multiple players ofsensor-based mobile gameplay. However, it is noted portions of thediscussion herein refer to an “emitter 120,” a “receiver 125,” and a“communications device 130” for simplicity.

FIG. 2 depicts an example of an emitter 120, according to someembodiments. The emitter 120 may include a pairing module 205, a shootmechanism 210, a speaker 215, a short-range infrared transmitter 220, along-range infrared transmitter 225, a beam encoder module 230, and acontroller 235. The emitter 120 may include sensors and/or componentsnot identified explicitly in FIG. 2.

The pairing module 205 may facilitate pairing between the emitter 120and a communications device 130. In various embodiments, the pairingmodule 205 may be configured as a Bluetooth® pairing module that allowsthe emitter 120 to be wirelessly coupled to the communications device130. The pairing module 205 may receive instructions from the controller235.

The shoot mechanism 210 may allow a player to initiate an action. Insome embodiments, the shoot mechanism 210 may correspond to a trigger ofa gun. The shoot mechanism 210 may also correspond to a portion (e.g., ablade portion) of a sword or a grenade, depending on a type of weaponthe emitter 120 is intended to model. The shoot mechanism 210 may alsocorrespond to a portion of a metal detector for a scavenger-hunt game.The shoot mechanism 210 may provide a signal to the controller 235 whenan action has been initiated.

The speaker 215 may provide an audible sound. In various embodiments,the speaker 215 may provide sounds related to sensor-based mobilegameplay when the shoot mechanism 210 has been activated. The sound maycorrespond to the nature of the action initiated. For instance, thespeaker 215 may provide sounds similar to the shooting of a gun, theclash of a sword on armor, or the explosion of a grenade In variousembodiments, the speaker 215 may provide in-game information such asin-game sounds, story narration, clues, and/or other information toenhance gameplay experiences. The speaker 215 may receive instructionsfrom the controller 235.

The short-range infrared transmitter 220 and the long-range infraredtransmitter 225 may each emit an infrared signal corresponding to anemitter signal. The short-range infrared transmitter 220 and thelong-range infrared transmitter 225 may have different ranges, or mayhave partially overlapping ranges. The short-range infrared transmitter220 and the long-range infrared transmitter 225 may provide infraredsignals in response to the shoot mechanism 210. The short-range infraredtransmitter 220 and the long-range infrared transmitter 225 may receiveinstructions from the controller 235. It is noted that one or more ofthe short-range infrared transmitter 220 and the long-range infraredtransmitter 225 may be replaced or augmented by non-infraredtechnologies, such as other wireless technologies and/or NFCtechnologies, without departing from the scope and substance of theinventive concepts herein.

The beam encoder module 230 may encode emitter signals with anidentifier corresponding to the identity of the emitter 120. In someembodiments, the beam encoder module 230 may receive a unique identifierof the emitter 120 from the controller 235. The beam encoder may furtherencode emitter signals with the unique identifier. Encoding may involvefrequency selection frequency modulation of the emitter signal, orencoding particular sequences of data into the emitter signal from theemitter 120. The beam encoder module 230 may provide the code to theshort-range infrared transmitter 220 and/or the long-range infraredtransmitter 225.

The controller 235 may control other components of the emitter 120. Thecontroller 235 may provide instructions to one or more of the pairingmodule 205, the shoot mechanism 210, the speaker 215, the short-rangeinfrared transmitter 220, the long-range infrared transmitter 225, andthe beam encoder module 230. In some embodiments, the controller 235 mayinclude a processor and memory. The controller 235 may include a mobiledevice processor and static or dynamic memory.

A module may be hardware, software, or a combination of both.

FIG. 3 depicts an example of a receiver 125, according to someembodiments. The receiver 125 may include a pairing module 305, aninfrared receiver 310, a beam decoder 315, a vibrator 320, a speaker325, Light Emitting Diodes (LEDs) 330, and a controller 335. Thereceiver 125 may include sensors and/or components not identifiedexplicitly in FIG. 3.

The pairing module 305 may facilitate pairing between the receiver 125and a communications device 130. In embodiments, the pairing module 305may be configured as a Bluetooth® pairing module that allows thereceiver 125 to be wirelessly coupled to the communications device 130.The pairing module 305 may receive instructions from the controller 335.

The infrared receiver 310 may receive infrared signals. In variousembodiments, the infrared receiver 310 may be implemented as anelectromagnetic receiver that filters out frequencies other thaninfrared signals. It is noted the infrared receiver 310 may be replacedor augmented by non-infrared technologies, such as other wirelesstechnologies and/or NFC technologies, without departing from the scopeand substance of the inventive concepts herein. The infrared receiver310 may provide received infrared signals to the beam decoder 315 and/orother modules of the receiver 125.

The beam decoder 315 may decode received emitter signals. Morespecifically, the beam decoder 315 may identify an emitter identifierencoded in emitter signals received by the infrared receiver 310. Invarious embodiments, the beam decoder 315 may receive instructions fromthe controller 335.

The vibrator 320 may cause the receiver 125 to physically move. Thespeaker 325 may make an audible noise. The LEDs 330 may cause all or apart of the receiver 125 to appear to light up. In various embodiments,the vibrator 320, the speaker 325, and the LEDs 330 may receiveinstructions from the controller 335 to be activated when the infraredreceiver 310 has received an emitter signal that indicates a gameplayaction by an emitter.

The controller 335 may control other components of the receiver 125. Thecontroller 235 may provide instructions to one or more of the pairingmodule 305, the infrared receiver 310, the beam decoder 315, thevibrator 320, the speaker 325, and the Light Emitting Diodes (LEDs) 330.The controller 335 may include a processor (e.g., a mobile deviceprocessor) and memory (e.g., static or dynamic memory).

FIG. 4 depicts an example of a communications device 130, according tosome embodiments. The communications device 130 may include a pairingmanagement module 405, a user interface module 410, an emitter interfacemodule 415, a receiver interface module 420, a gameplay cloud interfacemodule 425, and a gameplay memory datastore 430. One or more of thepairing management module 405, the user interface module 410, theemitter interface module 415, the receiver interface module 420, thegameplay cloud interface module 425, and the gameplay memory datastore430 may include hardware and/or software, in various embodiments. One ormore of the pairing management module 405, the user interface module410, the emitter interface module 415, the receiver interface module420, the gameplay cloud interface module 425, and the gameplay memorydatastore 430 may be coupled to one another or to components external tothe communications device 130.

The pairing management module 405 may configure the communicationsdevice 130 to be paired with other devices. In various embodiments, thepairing management module 405 may include a Bluetooth® pairing modulethat facilitates wireless pairing with other devices. The pairingmanagement module 405 may also perform other types of pairing to couplethe communications device 130 to other devices without departing fromthe scope and the substance of the inventive concepts herein. Inembodiments, the pairing management module 405 may facilitate pairingwith one or more of the emitter 120 and/or the receiver 125.

The user interface module 410 may facilitate user interaction with thecommunications device 130. In some embodiments, the user interfacemodule 410 may configure a display of the communications device 130 toprovide one or more user interface elements with which a player caninteract. The user interface module 410 may further provide scenes,views, perspectives, and other attributes of gameplay to a user. Theuser interface module 410 may also facilitate user input to thecommunications device 130. The user interface module 410 may includevideo processing hardware and/or software, in various embodiments.

The emitter interface module 415 may facilitate interfacing with theemitter 120. In various embodiments, the emitter interface module 415may receive and/or provide data to the emitter 120. The receiverinterface module 420 may facilitate interfacing with the receiver 125.In various embodiments, the receiver interface module 420 may receiveand/or provide data to the receiver 125.

The gameplay cloud interface module 425 may facilitate coupling thecommunications device 130 to the gameplay system 115. In variousembodiments, the gameplay cloud interface module 425 may receive and/orprovide data to the gameplay system 115. The gameplay cloud interfacemodule 425 may, in various embodiments, provide player information(e.g., player information related to the emitter 120) to the gameplaysystem 115. The gameplay cloud interface module 425 may incorporatenetwork interface hardware and/or software to facilitate interfacingwith the network 110.

FIG. 5 shows an example of a gameplay system 115, according to someembodiments. The gameplay system 115 may include a mobile deviceinterface module 505, an account management module 510, a new gamecreation module 515, a game code distribution module 520, a gameplaymanagement module 525, an account datastore 530, a device datastore 535,and a game datastore 540. One or more of the mobile device interfacemodule 505, the account management module 510, the new game creationmodule 515, the game code distribution module 520, the gameplaymanagement module 525, the account datastore 530, the device datastore535, and the game datastore 540 may include hardware and/or software.One or more of the mobile device interface module 505, the accountmanagement module 510, the new game creation module 515, the game codedistribution module 520, the gameplay management module 525, the accountdatastore 530, the device datastore 535, and the game datastore 540 maybe coupled to one another or to components external to the gameplaysystem 115.

The mobile device interface module 505 may facilitate coupling thegameplay system 115 to the communications device 130. In variousembodiments, the mobile device interface module 505 may receive and/orprovide data to the communications device 130. The mobile deviceinterface module 505 may incorporate network interface hardware and/orsoftware to facilitate interfacing with the network 110.

The account management module 510 may manage accounts for players ofsensor-based mobile gameplay. The account management module 510 maymanage information such as players' points, usernames, and levels. Theaccount management module 510 may also manage players' relationshipswith each other. For example, the account management module 510 maymanage actions specific players have taken with respect to otherplayers. In various embodiments, the account management module 510 maymanage player accounts based on information about players stored in theaccount datastore 530. The account management module 510 may also manageplayer accounts based on information about devices stored in the devicedatastore 535.

The new game creation module 515 may facilitate creation of new games.In various embodiments, the new game creation module 515 may receiveinstructions to create a new game from a player. The instructions mayinclude identifiers of all players who are invited to play the game. Inresponse to the instructions, the new game creation module 515 mayobtain a game instance from the game datastore 540, and place the gameinstance into memory of the gameplay system 115. The new game creationmodule 515 may further associate the instance of the game with theidentifiers of the players invited to play the game. In variousembodiments, the new game creation module 515 may create a game code forthe instance of the new game. The new game creation module 515 mayprovide the game code to the game code distribution module 520.

The game code distribution module 520 may distribute the game code toall players who have been invited to play the instance of the new game.The game code distribution module 520 may receive from the new gamecreation module 515 a game code for a new game. In various embodiments,the game code distribution module 520 may further obtain, from theaccount management module 510 or otherwise, contact information of eachof the players who were invited to play the game. The game codedistribution module 520 may provide the game code for a new game to thecontact information of each of the players who were invited to play thegame.

The gameplay management module 525 may manage aspects of gameplayrelated to a new or existing game. In various embodiments, the gameplaymanagement module 525 may identify actions one player has taken withrespect to another player. For example, the gameplay management module525 may identify whether a receiver of a second player has registered anin-game action from an emitter of a first player. The gameplaymanagement module 525 may also identify movements or evasive actions onthe part of the second player. In some embodiments, the gameplaymanagement module 525 may associate points with specific actions byplayers of the game. The gameplay management module 525 may also managelives, levels, and coordinate group gameplay between players of thegame. In some embodiments, the gameplay management module 525 may managea storyline underlying the gameplay. For example, in a first-personshooting game, the gameplay management module 525 may manage a storylineassociated with players entering into combat with one another. Invarious embodiments, the gameplay management module 525 may supportmessaging between players. In embodiments, the gameplay managementmodule 525 may further render scenes, views, perspectives, and otherattributes of gameplay on the user interface module 410, shown in FIG.4.

The account datastore 530 may store information related to playeraccounts. The account datastore 530 may store information such asplayers' points, usernames, and players' relationships with each other,actions specific players have taken with respect to other players, andother information. The device datastore 535 may store devices that haveparticipated in gameplay. The game datastore 540 may store gameinstances. In various embodiments, game instances are implemented asdata structures in the game datastore 540 that can be instantiated andplaced into memory by the new game creation module 515.

FIG. 6 depicts a flowchart 600 of an example of a method for creating asensor-based mobile game, according to some embodiments. The flowchart600 is discussed in conjunction with the gameplay system 115, shown inFIG. 5. It is noted the flowchart 600 may have fewer or different stepsthan the steps illustrated in FIG. 6.

At step 605, the mobile device interface module 505 receivesinstructions from a first player to create a new game. In variousembodiments, the mobile device interface module 505 may receiveinstructions from the first communications device 130-1 (shown inFIG. 1) to create a new game. The new game may comprise an instance of agame in the game datastore 540. The instructions may include, in someembodiments, an identifier of the game and identifiers of other playersinvited to play the game. For example, the instructions may include theidentifier of an action game or a fantasy game the first player wishesto instantiate.

At step 610, the new game creation module 515 creates a game code forthe new game. In some embodiments, the instructions from the firstplayer to create the new game may be provided from the mobile deviceinterface module 505 to the new game creation module 515. The new gamecreation module 515 may load the instance of the new game into thememory of the gameplay system 115. The new game creation module 515 maycreate a game code for the instance of the new game. The game code may,in various embodiments, comprise an alphanumeric character string toidentify the instance of the new game. The new game creation module 515may provide the game code to the game code distribution module 520.

At step 615, the game code distribution module 520 instructs the mobiledevice interface module 505 to provide the game code to a secondcommunications device. More specifically, the game code distributionmodule 520 may identify particular communications devices (e.g., the Nthcommunications device 130-N shown in FIG. 1) to participate in the game.The game code distribution module 520 may further configure the mobiledevice interface module 505 to provide the game code to the Nthcommunications device 130-1.

At step 620, the mobile device interface module 505 receives acceptanceof gameplay by the second communications device. In various embodiments,the mobile device interface module 505 may receive a validation of thegame code by the Nth communications device 130-1. The validation mayinclude accepting terms and conditions of gameplay. The validation mayalso include a device identifier and/or other information related to theidentity of the Nth communications device 130-1 and/or the player of theNth communications device 130-1.

At step 625, the gameplay management module 525 starts gameplay based onthe acceptance. At step 630, the gameplay management module 525 managesgameplay on the first and second communications devices. The gameplaymanagement module 525 may instruct the mobile device interface module505 to provide gameplay data to the first communications device 130-1and/or the Nth communications device 130-N. The gameplay managementmodule 525 may obtain inputs related to actions from the firstcommunications device 130-1 and/or the Nth communications device 130-Nrelated to gameplay. The actions may relate to actions of the firstemitter 120-1, the first receiver 125-1, the Nth emitter 120-N, and/orthe Nth receiver 125-N. The first communications device 130-1 and/or theNth communications device 130-N may further maintain and/or modifystates of gameplay based on inputs from the first communications device130-1 and/or the Nth communications device 130-N.

FIG. 7 depicts a flowchart 700 of an example of a method for providingan in-game action in a sensor-based mobile game, according to someembodiments. The flowchart 700 is discussed in conjunction with thefirst communications device 130-1, initially shown in FIG. 1, componentsof which are further illustrated in the context of the communicationsdevice 130 in FIG. 4. It is noted the flowchart 700 may have fewer ordifferent steps than the steps illustrated in FIG. 7.

At step 705, the emitter interface module 415 receives a notification ofan in-game action to be initiated by the emitter 120-1, which isassociated with the first communications device 130-1. In someembodiments, the notification may be related to a change in state of theshoot mechanism 210 of the emitter 120-1. For example, the notificationmay be related to: the first player attempting to pull a finger-basedtrigger, the first player attempting to pull a clip, or the first playerattempting to swing the emitter 120-1 at a particular object.

At step 710, the emitter interface module 415 instructs the firstemitter 120-1 to provide an encoded beam associated with the in-gameaction. In various embodiments, the emitter interface module 415 mayinstruct the first emitter 120-1 to provide an infrared, NFC signal, orother beam in accordance with the in-game action. For instance, theemitter interface module 415 may instruct the first emitter 120-1 toprovide an infrared beam in response to the pulling of a finger-trigger.The emitter interface module 415 may, in embodiments, instruct the firstemitter 120-1 to provide multiple infrared beams in response to thepulling of a grenade clip.

The emitter interface module 415 may further instruct the first emitter120-1 to provide an NFC signal in response to the swinging of theemitter 120-1, were the first emitter 120-1 configured to act as sword.In various embodiments, the gameplay cloud interface module 425 providesinformation related to the encoded beam to the gameplay system 115. Thegameplay cloud interface module 425 may provide relevant data that thefinger-trigger or the clip has been pulled, or that the first emitter120-1 has been swung, for instance.

At step 715, the gameplay cloud interface module 425 receives from thegameplay system 115 that the encoded beam was received by the Nthreceiver 125-N, which is associated with the Nth communications device130-N. In embodiments, the Short-Range infrared transmitter 220 or theLong-Range infrared Transmitter 225, or a relevant NFC chip, may haveprovided a beam toward the Nth receiver 125-N. If the beam were properlyreceived by the Nth receiver 125-N, the Nth receiver may have decodedthe beam and provided information related to the in-game action to thegameplay system 115. The gameplay system 115 may in turn provide to thegameplay cloud interface module 425 that the encoded beam was receivedby the Nth receiver 125-N.

At step 720, the gameplay cloud interface module 425 receives from thegameplay system 115 a gameplay element corresponding to the in-gameaction's success or the in-game action's failure. The gameplay system115 may provide the gameplay cloud interface module 425 a change inlevel, points, status, characters, lives, or other gameplay state to thegameplay cloud interface module 425. At step 725, the user interfacemodule 410 displays the gameplay element in an application on the firstcommunications device 130-1.

FIG. 8 depicts a flowchart 800 of an example of a method for receivingan in-game action in a sensor-based mobile game, according to someembodiments. The flowchart 800 is discussed in conjunction with the Nthcommunications device 130-N, initially shown in FIG. 1, components ofwhich are further illustrated in the context of the communicationsdevice 130 in FIG. 4. It is noted the flowchart 800 may have fewer ordifferent steps than the steps illustrated in FIG. 8.

At step 805, the receiver interface module 420 receives a notificationthat a decoded beam associated with an in-game action was received bythe Nth receiver 125-N, which is associated with the Nth communicationsdevice 130-N. In some embodiments, the notification may be related towhether the infrared receiver 310 of the Nth receiver 125-N received aninfrared signal from the first emitter 120-1. The notification may alsobe related to whether an NFC receiver on the Nth receiver 125-N receivedan NFC signal from the first emitter 120-1. The beam may have beendecoded by the beam decoder 315, as discussed herein.

At step 810, the receiver interface module 420 instructs the Nthreceiver 125-N to register the in-game action if the beam was decodedproperly. The receiver interface module 420 may further instruct the Nthreceiver 125-N to activate one or more of: the vibrator 320, the speaker325, and the LEDs 330. At step 815, the gameplay cloud interface module425 provides to the gameplay system 115 a notification that the encodedbeam was received by the Nth receiver 125-N. This notification may beprovided over the network 110.

At step 820, the gameplay cloud interface module 425 receives from thegameplay system 115 a gameplay element (e.g., the notification) that maycorrespond to an in-game action's success, an in-game action's failure,or other in-game activity. The gameplay system 115 may provide thegameplay cloud interface module 425 a change in level, points, status,characters, lives, or other gameplay state to the gameplay cloudinterface module 425. At step 825, the user interface module 410displays the gameplay element in an application in the Nthcommunications device 130-N.

FIG. 9 depicts a flowchart 900 of an example of a method for processingan in-game action in a sensor-based mobile game, according to someembodiments. The flowchart 800 is discussed in conjunction with thegameplay system 115, shown in FIG. 5. It is noted the flowchart 900 mayhave fewer or different steps than the steps illustrated in FIG. 9.

At step 905, the mobile device interface module 505 receives anotification that an encoded beam associated with in-game action wasreceived by the Nth receiver 120-N, which is associated with the Nthcommunications device 130-N. In various embodiments, the infraredreceiver 310, an NFC receiver, or other receiver on the Nthcommunications device 130-N may indicate an encoded beam was received.The encoded beam may correspond to an in-game action like a change instate of a finger-trigger, the pulling of a clip, or the swinging of anemitter. The beam decoder 315 may decode the encoded beam. The Nthreceiver 120-N may have provided the notification that the encoded beamwas received to the Nth communications device 130-N. The mobile deviceinterface module 505 may receive from the Nth communications device130-N the notification about the encoded beam.

At step 910, the gameplay management module 525 connects the encodedbeam with the first emitter 120-1, which is associated with firstcommunications device 130-N. Using information, such as deviceidentification information provided to the Nth receiver 125-N in theencoded beam, the gameplay management module 525 may identify theemitter that provided the encoded beam. In some embodiments, the firstemitter 120-1 may have provided the encoded beam. Such information maybe obtained by the gameplay management module 525.

At step 915, the gameplay management module 525 registers an in-gameaction on an Nth user account associated with Nth communications device130-N. In some embodiments, the gameplay management module 525 maydetermine what type of in-game conduct corresponds to the encoded beam.For example, the gameplay management module 525 may identify whether theencoded beam corresponds to a gun being shot, a grenade being launched,or a sword being swung. The gameplay management module 525 may register,in the game datastore 540, the in-game action(s) corresponding to theidentified conduct. In some embodiments, the account management module510 may also register the in-game action on the Nth user's account inthe account datastore 530.

At step 920, the gameplay management module 525 credits the in-gameaction to a first user account associated with the first communicationsdevice 130-1. That is, the gameplay management module 525 may awardpoints, levels, lives, etc., to the player associate with the firstcommunications device 130-1 for the in-game action. In some embodiments,the account management module 510 may also credit the in-game action toa first user account associated with the first communications device130-1.

At step 925, the mobile device interface module 505 provides a secondgameplay element to the Nth communications device 130-N to representeffect of in-game action on the second user account. The Nthcommunications device 130-N may process and/or display the effect of thein-game action. At step 930, the mobile device interface module 505provides the first gameplay element to the first communications device120-1 to represent the effect of the in-game action on first useraccount. The first communications device 130-1 may process and/ordisplay the effect of the in-game action.

FIG. 10 depicts an example of a digital device 1000, according to someembodiments. The digital device 1000 comprises a processor 1005, amemory system 1010, a storage system 1015, a communication networkinterface 1020, an Input/output (I/O) interface 1025, a displayinterface 1030, and a bus 1035. The bus 1035 may be communicativelycoupled to the processor 1005, the memory system 1010, the storagesystem 1015, the communication network interface 1020, the I/O interface1025, and the display interface 1030.

In some embodiments, the processor 1005 comprises circuitry or anyprocessor capable of processing the executable instructions. The memorysystem 1010 comprises any memory configured to store data. Some examplesof the memory system 1010 are storage devices, such as RAM or ROM. Thememory system 1010 may comprise the RAM cache. In various embodiments,data is stored within the memory system 1010. The data within the memorysystem 1010 may be cleared or ultimately transferred to the storagesystem 1015.

The storage system 1015 comprises any storage configured to retrieve andstore data. Some examples of the storage system 1015 are flash drives,hard drives, optical drives, and/or magnetic tape. In some embodiments,the digital device 1000 includes a memory system 1010 in the form of RAMand a storage system 1015 in the form of flash data. Both the memorysystem 1010 and the storage system 1015 comprise computer readable mediawhich may store instructions or programs that are executable by acomputer processor including the processor 1005.

The communication network interface (com. network interface) 1020 may becoupled to a data network. The communication network interface 1020 maysupport communication over an Ethernet connection, a serial connection,a parallel connection, or an ATA connection, for example. Thecommunication network interface 1020 may also support wirelesscommunication (e.g., 802.10 a/b/g/n, WiMAX, LTE, 3G, 2G). It will beapparent to those skilled in the art that the communication networkinterface 1020 may support many wired and wireless standards.

The optional input/output (I/O) interface 1025 is any device thatreceives input from the user and output data. The display interface 1030is any device that may be configured to output graphics and data to adisplay. In one example, the display interface 1030 is a graphicsadapter.

It will be appreciated by those skilled in the art that the hardwareelements of the digital device 1000 are not limited to those depicted inFIG. 10. A digital device 1000 may comprise more or less hardwareelements than those depicted. Further, hardware elements may sharefunctionality and still be within various embodiments described herein.In one example, encoding and/or decoding may be performed by theprocessor 1005 and/or a co-processor located on a GPU.

FIG. 11A depicts an example of a sensor-based mobile gaming system 1100,according to some embodiments. The sensor-based mobile gaming system1100 may include a peripheral system 1105, a communications device 1110,and a gameplay system 1115.

The peripheral system 1105 may include any peripheral system, such as areceiver or an emitter, as discussed herein. In some embodiments, theperipheral system 1105 may correspond to one or more of the emitter 120and/or the receiver 125, shown in FIG. 1. As such, the peripheral system1105 may include a transmitter, a receiver, a lens, and other hardwareto facilitate sensor-based mobile gaming. The peripheral system 1105 maybe paired to the communications device 1110, as discussed herein. Theperipheral system 1105 may be coupled to the communications device 1110.In some embodiments, the peripheral system 1105 is coupled to thecommunications device 1110 using a Bluetooth connection or otherwireless connection.

The communications device 1110 may include any digital device, anexample of which is the digital device 1000 shown in FIG. 10. In variousembodiments, the communications device 1110 may correspond to thecommunications device 130, shown in FIG. 1. In some embodiments, thecommunications device 1110 may include a game application 1120, aperipheral API 1125, a platform API 1130, an API support layer 1135, anda mobile operating system 1140.

In various embodiments, the game application 1120 may allow a user toengage in sensor-based mobile gaming as discussed herein. Morespecifically, the game application 1120 may include gameplay modules tofacilitate sensor-based mobile gaming. In various embodiments, the gameapplication 1120 may include modules corresponding to one or more of theuser interface module 410 and the gameplay memory datastore 430, shownin FIG. 4. The game application 1120 may be implemented in anyconvenient format, including, in various embodiments, an iOS® mobileapplication or an Android® mobile application.

The peripheral API 1125 may support coupling the communications device1110 to the peripheral system 1105. In some embodiments, the peripheralAPI 1125 is implemented as a Bluetooth or other wireless interface tothe peripheral system 1105. In various embodiments, the peripheral API1125 may correspond to some or all of the emitter interface module 415and the receiver interface module 420, shown in FIG. 4. The platform API1130 may support coupling the communications device 1110 to the gameplaysystem 1115. The platform API 1130 may be implemented as a bus, anetwork interface, or other interface. In various embodiments, theplatform API 1130 may correspond to some or all of the gameplay cloudinterface module 425, shown in FIG. 4.

The API support layer 1135 may support function calls used by the gameapplication 1120, the peripheral API 1125, and the platform API 1130. Insome embodiments, the API support layer 1135 may facilitate receivingand processing user interface inputs, such as gestures, swipes, andclicks. In an implementation, the API support layer 1135 comprises aCocoa Touch® layer. It is noted the API support layer 1135 may alsocomprise Android API support layer(s) or other support layer(s) withoutdeparting from the scope and substance of the inventive conceptsdescribed herein. The mobile operating system 1140 may comprise anoperating system of the communications device 1110. In variousembodiments, the mobile operating system 1140 may comprise an iOS®operating system or Android® operating system. It is noted the mobileoperating system 1140 may comprise other forms of operating systems insome embodiments.

The gameplay system 1115 may support sensor-based gaming by a user ofthe communications device 1110, as discussed herein. In someembodiments, the gameplay system 1115 may be coupled to thecommunications device 1110 using a network connection, such as anInternet connection. The network connection may comprise a wirelessnetwork connection. The gameplay system 1115 may also be coupled to thecommunications device 1110 over other convenient connections as known inthe art. In various embodiments, the gameplay system 1115 may correspondto some or all of the gameplay system 115, shown in FIG. 1.

FIG. 11B depicts an example of a sensor-based mobile gaming system 1100,according to some embodiments. The sensor-based mobile gaming system1100 may include a communications device 1110, a gameplay system 1115,and a user 1170.

The communications device 1110 may be coupled to the gameplay system1115. The communications device 1110 may correspond to thecommunications device 1110 in FIG. 11A.

The gameplay system 1115 may correspond to the gameplay system 1115 inFIG. 11A. The gameplay system 1115 may include a web service module1145, a web UI module 1150, a Ruby on Rails support module 1155, acloud-based Platform as a Service (PaaS) module 1160, and a cloud-basedstorage module 1165. In some embodiments, the web service module 1145may be coupled to the communications device 1110. The web service module1145 may provide sensor-based mobile gaming services, as describedherein, as a web service to the communications device 1110. The web UImodule 1150 may be coupled to the user 1170. The web UI module 1150 mayprovide an online portal to access an account associated with the user1170. The Ruby on Rails support module 1155 may allow the web servicemodule 1145 and the web UI module 1150 to access the cloud-based PaaSmodule 1160 and the cloud-based storage module 1165. The cloud-basedPaaS module 1160 may provide PaaS to other modules. The cloud-basedstorage module 1165 may provide cloud-based storage to the othermodules. In some embodiments, the gameplay system 1115 may correspond tosome or all of the gameplay system 115, shown in FIG. 1.

The user 1170 may be any player that utilizes the system. The user 1170may represent a player seeking to access a web portal associated withsensor-based mobile gaming, as discussed herein. The user 1170 maycorrespond to the player of the first communications device 130-1 or theNth communications device 130-N, shown in FIG. 1.

The above-described functions and components may be comprised ofinstructions that are stored on a storage medium such as a computerreadable medium. The instructions may be retrieved and executed by aprocessor. Some examples of instructions are software, program code, andfirmware. Some examples of storage medium are memory devices, tape,disks, integrated circuits, and servers. The instructions areoperational when executed by the processor to direct the processor tooperate in accord with some embodiments. Those skilled in the art arefamiliar with instructions, processor(s), and storage medium.

For purposes of explanation, numerous specific details are set forth inorder to provide a thorough understanding of the description. It will beapparent, however, to one skilled in the art that embodiments of thedisclosure can be practiced without these specific details. In someinstances, modules, structures, processes, features, and devices areshown in block diagram form in order to avoid obscuring the description.In other instances, functional block diagrams and flow diagrams areshown to represent data and logic flows. The components of blockdiagrams and flow diagrams (e.g., modules, blocks, structures, devices,features, etc.) may be variously combined, separated, removed,reordered, and replaced in a manner other than as expressly describedand depicted herein.

Reference in this specification to “one embodiment”, “an embodiment”,“some embodiments”, “various embodiments”, “certain embodiments”, “otherembodiments”, “one series of embodiments”, or the like means that aparticular feature, design, structure, or characteristic described inconnection with the embodiment is included in at least one embodiment ofthe disclosure. The appearances of, for example, the phrase “in oneembodiment” or “in an embodiment” in various places in the specificationare not necessarily all referring to the same embodiment, nor areseparate or alternative embodiments mutually exclusive of otherembodiments. Moreover, whether or not there is express reference to an“embodiment” or the like, various features are described, which may bevariously combined and included in some embodiments, but also variouslyomitted in other embodiments. Similarly, various features are describedthat may be preferences or requirements for some embodiments, but notother embodiments.

The language used herein has been principally selected for readabilityand instructional purposes, and it may not have been selected todelineate or circumscribe the inventive subject matter. It is thereforeintended that the scope be limited not by this detailed description, butrather by any claims that issue on an application based hereon.Accordingly, the disclosure of the embodiments is intended to beillustrative, but not limiting, of the scope, which is set forth in thefollowing claims.

1. A system comprising: an emitter having a first physical formcorresponding to a first physical object used in sensor-basedaugmented-reality gameplay related to a specific augmented-reality game,the emitter configured to emit an emitter signal, the emitter beingcontrolled by a first player; a receiver having a second physical formcorresponding to a second physical object used in the sensor-basedaugmented-reality gameplay, the receiver configured to receive theemitter signal and generate a receiver signal in response to the emittersignal; a smartphone comprising: a gameplay cloud interface configuredto: provide a previously generated game code to a wireless remote serverto initiate sensor-based augmented-reality gameplay of the specificaugmented-reality game, the previously generated game code beingpreviously generated by the wireless remote server in response toinstructions from the first player to create an instance of the specificaugmented-reality game; receive the receiver signal and communicate anindication to the wireless remote server, in response to the receiversignal, the indication being associated with an in-game action taken inthe specific augmented-reality game; receive a change in gameplay stategenerated by the wireless remote server, the wireless remote serverhaving determined a change in score based on the indication associatedwith the in-game action to generate the change in gameplay state; andpresent gameplay information based on the change in gameplay state, thegameplay information being related to the sensor-based augmented-realitygameplay related to the specific augmented-reality game.
 2. The systemof claim 1, wherein the indication indicates an interaction with avirtual object in the specific augmented-reality game.
 3. The system ofclaim 1, wherein the indication indicates an interaction with a secondplayer in the specific augmented-reality game.
 4. The system of claim 1,wherein the receiver is controlled by a second player.
 5. The system ofclaim 1, wherein the gameplay cloud interface is further configured topair the smartphone to one or more of the emitter and the receiver. 6.The system of claim 1, wherein the emitter and the receiver areincorporated into a modular peripheral device.
 7. The system of claim 1,wherein the emitter is incorporated into one or more of a gun, a sword,a grenade, a bow, and a wand.
 8. The system of claim 1, wherein theemitter signal comprises one or more of an infrared signal and a NearField Communications (NFC) signal.
 9. The system of claim 1, wherein thesmartphone supports an Internet connection to the wireless remoteserver.
 10. A non-transitory computer readable medium comprisingexecutable instructions, the executable instructions being executable byat least one processor to perform a method, the method comprising:receiving instructions from a first player to create an instance of aspecific augmented-reality game; providing a generated game code inresponse to the instructions; receiving the generated game code from asmartphone to initiate sensor-based augmented-reality gameplay of thespecific augmented-reality game; receiving an indication from thesmartphone, the indication being associated with an in-game action takenin the specific augmented-reality game, the smartphone generating theindication in response to receiving a receiver signal from a receiver,the receiver having a second physical form corresponding to a secondphysical object used in the sensor-based augmented-reality gameplay ofthe specific augmented-reality game, the receiver configured to receivean emitter signal from an emitter and generate the receiver signal inresponse to the emitter signal, the emitter having a first physical formcorresponding to a first physical object used in the sensor-basedaugmented-reality gameplay, the emitter configured to emit the emittersignal, the emitter being controlled by a first player; determining achange in score based on the indication associated with the in-gameaction to generate a change in gameplay state; and providing the changein the gameplay state to the smartphone to present gameplay informationbased on the change in the gameplay state, the gameplay informationbeing related to the sensor-based augmented-reality gameplay related tothe specific augmented-reality game.
 11. The non-transitory computerreadable medium of claim 10, wherein the indication indicates aninteraction with a virtual object in the specific augmented-realitygame.
 12. The non-transitory computer readable medium of claim 10,wherein the indication indicates an interaction with a second player inthe specific augmented-reality game.
 13. The non-transitory computerreadable medium of claim 10, wherein the receiver is controlled by asecond player.
 14. The non-transitory computer readable medium of claim10, wherein the smartphone further comprises a pairing module configuredto pair the smartphone to one or more of the emitter and the receiver.15. The non-transitory computer readable medium of claim 10, wherein theemitter and the receiver are incorporated into a modular peripheraldevice.
 16. The non-transitory computer readable medium of claim 10,wherein the emitter is incorporated into one or more of a gun, a sword,a grenade, a bow, and a wand.
 17. The non-transitory computer readablemedium of claim 10, wherein the emitter signal comprises one or more ofan infrared signal and a Near Field Communications (NFC) signal.
 18. Thenon-transitory computer readable medium of claim 10, wherein thesmartphone supports an Internet connection to the wireless remoteserver.
 19. The non-transitory computer readable medium of claim 10,wherein the gameplay information comprises one or more of a gameplaylevel, gameplay points, and a gameplay life of the first player.
 20. Amethod comprising: receiving instructions from a first player to createan instance of a specific augmented-reality game; providing a generatedgame code in response to the instructions; receiving the generated gamecode from a smartphone to initiate sensor-based augmented-realitygameplay of the specific augmented-reality game; receiving an indicationfrom the smartphone, the indication being associated with an in-gameaction taken in the specific augmented-reality game, the smartphonegenerating the indication in response to receiving a receiver signalfrom a receiver, the receiver having a second physical formcorresponding to a second physical object used in the sensor-basedaugmented-reality gameplay of the specific augmented-reality game, thereceiver configured to receive an emitter signal from an emitter andgenerate the receiver signal in response to the emitter signal, theemitter having a first physical form corresponding to a first physicalobject used in the sensor-based augmented-reality gameplay, the emitterconfigured to emit the emitter signal, the emitter being controlled by afirst player; determining a change in score based on the indicationassociated with the in-game action to generate a change in gameplaystate; and providing the change in the gameplay state to the smartphoneto present gameplay information based on the change in the gameplaystate, the gameplay information being related to the sensor-basedaugmented-reality gameplay related to the specific augmented-realitygame.